AMD has a bug with 2x2 and 1x1 mips of depth/stencil textures. Formats D24S8 and D32FS8 both seem to render black for the very small mips. We can work around this by selectively caching a copy of the texture data that only has depth information, since stencil isn't filterable in OpenGL ES. BUG=angleproject:1493 BUG=chromium:638323 Change-Id: Iebef42c4680018d9854dbe789d677823167213dd Reviewed-on: https://chromium-review.googlesource.com/380037Reviewed-by:Corentin Wallez <cwallez@chromium.org> Reviewed-by:
Geoff Lang <geofflang@chromium.org>
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| BindUniformLocationTest.cpp | Loading commit data... | |
| BlendMinMaxTest.cpp | Loading commit data... | |
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| D3DImageFormatConversionTest.cpp | Loading commit data... | |
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| DepthStencilFormatsTest.cpp | Loading commit data... | |
| DifferentStencilMasksTest.cpp | Loading commit data... | |
| DiscardFramebufferEXTTest.cpp | Loading commit data... | |
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| MaxTextureSizeTest.cpp | Loading commit data... | |
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| UniformBufferTest.cpp | Loading commit data... | |
| UniformTest.cpp | Loading commit data... | |
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